Unit 2D Routes: controlling a floor turtle Adapted for Special Schools IT Special ABOUT THE UNIT In this unit children learn how to create, test, modify and store instructions to control the movements of a floor turtle. They learn to programme the floor turtle to move around an area by using single instructions, a sequence of instructions and repeated sequences. The unit will develop children’s understanding of programmed devices used outside school. Children may be able to apply what they have learnt in this unit in geography; mathematics; and design and technology. WHERE THE UNIT FITS IN TECHNICAL VOCABULARY RESOURCES This unit assumes that children: one, or more, floor turtles which follows instructions such as forward 10, right 5 a large map of an imaginary treasure island, marked with treasure spots A4 copies of the treasure map for recording instructions Have experienced directional language. floor turtle instructions backward forward left right turn numbers one to ten EXPECTATIONS at the end of this unit some children will: Produce a set of written or pictorial instructions (L1) some children will have made less progress and will: Produce a set of simple pictorial instructions with help (P8) some children will have progressed further and will: Produce a set of written or pictorial instructions and communicate about the effects of these instructions (L2) DRAFT VERSION 7/10/02 QCA 1998 Browse, save, edit or print Schemes of Work from the Standards Site at www.standards.dfee.gov.uk Ref: QCA/98/211W Browse, save, edit or print Schemes of Work from the Standards Site at www.standards.dfee.gov.uk LEARNING OBJECTIVES Primary Schemes of Work: Information Technology Unit 2D Routes: controlling a floor turtle POSSIBLE TEACHING ACTIVITIES LEARNING OUTCOMES CHILDREN SHOULD LEARN OR EXPERIENCE POINTS TO NOTE CHILDREN SETTING THE SCENE key idea: that control devices must be programmed Pre-program the floor turtle to follow a path through a set of obstacles placed on the classroom floor. Demonstrate the floor turtle following the route. Ask the class how it ‘knows’ where to go. Explain that it is following instructions; this could be demonstrated by moving an obstacle into its path. Discuss with the class other devices which follow instructions, eg washing machines. recognise control devices recognise that control devices follow instructions Children should understand that the floor turtle is not alive, can only do what it is instructed to do and will follow instructions exactly. Discuss the basic instructions followed by the floor turtle and show the children how to enter these instructions. They will need to be shown how to clear the memory and how to enter instructions one at a time. Place objects in front of, behind and to the left and right of the floor turtle. Objects should be placed so that children only have to give two or three instructions for the floor turtle to get to them. Explain that the floor turtle has no eyes and that it will need to be told how many paces to travel. enter instructions to control the floor turtle Place objects in positions that do not require difficult angles as this may confuse children. Program the floor turtle to make 90 degree turns only. SHORT FOCUSED TASKS key idea: that control devices follow instructions which can contain numerical data technique: to use the appropriate keys to make the floor turtle go forward, backward, left and right by using instructions, such as forward 5, right 1 QCA 1998 1 Ref: QCA/98/211W Browse, save, edit or print Schemes of Work from the Standards Site at www.standards.dfee.gov.uk LEARNING OBJECTIVES Primary Schemes of Work: Information Technology Unit 2D Routes: controlling a floor turtle POSSIBLE TEACHING ACTIVITIES LEARNING OUTCOMES CHILDREN SHOULD LEARN OR EXPERIENCE key idea: that instructions can be sequenced for more complicated tasks technique: to enter a sequence of instructions POINTS TO NOTE CHILDREN Demonstrate how to enter sequences of instructions. Show the class some sequences which draw shapes, eg forward 5 right 1 forward 5 right 1 forward 5 right 1 forward 5 right 1 draws a square. Show them a simple sequence of instructions and ask them to predict what will happen. Check these predictions by programming the turtle. predict the result of a sequence of instructions check their predictions by programming the floor turtle Tell the children a short story about searching for hidden treasure, using a treasure map and written instructions, such as a pirate might leave. Explain to the class that they will be using the techniques they have learnt in this unit to program the floor turtle to go to parts of an imaginary island to find hidden treasure. Ask the class to recall what they have learnt so far. Give them copies of the map with locations marked on it so that they can see where the turtle might go. develop and record sequences of instructions make predictions and test them INTEGRATED TASK to develop and record sequences of instructions to control the floor turtle, and predict and test results QCA 1998 2 The map could be simulated by placing labelled items at each of the locations on an area of floor. The turtle could be ‘dressed’ as a pirate for this activity. There may be links to geography and topic work. Ref: QCA/98/211W